Hunter Track

Elite Hunter aka "Elite" - 10 Levels
To qualify to become an Elite Hunter, a character must fulfill the following criteria:
BAB: +3
Skills: Spot 6 ranks
Level 10 Character

The Elite Hunter’s class skills are as follows.
Disable Device (Dex), Drive (Dex), Listen (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none) Spot (Wis).

Skill Points at Each Level: 3 + Int modifier.

Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
1st
+1
+1
+1
+1
Weapon focus
+0
2nd
+2
+2
+2
+2
Weapon specialization
+1
3rd
+2
+2
+3
+2
Bonus feat, Favored enemy
+2
4th
+3
+2
+3
+2
Evasion
+2
5th
+4
+3
+4
+3
Improved critical, improved favored enemy
+3
6th
+5
+3
+5
+3
Bonus feat, favored enemy
+4
7th
+6
+4
+6
+3
Improved initiative
+4
8th
+7
+5
+6
+4
Greater weapon focus, improved favored enemy
+5
9th
+8
+5
+7
+4
Bonus feat, improved evasion
+5
10th
+9
+6
+8
+4
Mook Critical
+6

Evasion
If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save. As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion. As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

Improved Evasion
Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.

Favored Enemy
The Elite Hunter picks one particular type of Supernatural creature. Types are along the lines of Vampires, Werewolves, Wendigo, Shapeshifter, etc.
The Elite Hunter gains the following on that type:
+2 to Hit - Stacks with Lore Master Perks, if applicable.
additional 1d4 damage on melee or ranged

Improved Favored Enemy
The Elite Hunter gains the following, total, from one of their Favored Enemies. The Elite Hunter may only gain this once per Favored Enemy.
+4 to Hit (Favored Enemy +2 and Improved Favored Enemy +2) - Stacks with Lore Master Perks, if applicable.
additional 1d4 to damage from Favored Enemy is now increased to 1d8 on melee or ranged for that creature type.

Improved Critical
When using the weapon you selected, the weapon’s normal threat range is doubled.

Improved Initiative
You gain a +2 on your initiative checks.

Mook Critical
At this level, the Hunter is pure badass. If the creature that the Hunter is facing is consider a 'Mook', then on an attack, the Elite Hunter will automatically confirm a critical.

Weapon Focus
At 1st level, a Elite Hunter gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Elite Hunter chooses a specific weapon. The Elite Hunter can choose unarmed strike or grapple as the weapon. The Elite Hunter must be proficient with the chosen weapon. The Elite Hunter adds +1 to all attack rolls made using the selected weapon.

Greater Weapon Focus
You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

Weapon Specialization
At 2nd level, the Elite Hunter gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The Elite Hunter gets a +2 bonus on damage rolls with the chosen weapon.

Engineer Hunter aka "Engineer" - 10 Levels
To qualify to become an Engineer, a character must fulfill the following criteria:
Skills: Craft: Mechanical 6 ranks, Craft: Electrical 6 ranks
Level 10 Character

The Engineer's class skills are as follows.
Computer Use (Int), Craft (mechanical, structural, armor, weapons) (Int), Disable Device (Int), Drive (Dex), Navigate ( Int) , Pilot (Dex) , Profession (Wis), Read/Write Language (none), Repair (Int), Search (Int),
Speak Language (none).

Skill Points at Each Level: 7 + Int modifier.

Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
1st
+1
+1
+1
+1
Builder, Craft XP reserve
+0
2nd
+2
+2
+1
+1
Quick Craft, superior repair
+0
3rd
+2
+2
+2
+1
Apprentice Craftsman
+1
4th
+3
+3
+2
+1
Sabotage
+1
5th
+3
+3
+3
+2
Reverse Engineer
+2
6th
+4
+3
+4
+2
Journeyman Craftman
+2
7th
+4
+4
+4
+2
Builder
+3
8th
+5
+5
+4
+3
Upgrade Armor
+3
9th
+6
+5
+5
+3
Upgrade Weapon
+4
10th
+6
+5
+6
+4
Master Craftsman, unflustered
+5

Apprentice Craftsman
Items you create using Craft: Weapons, Craft: Armor, and Craft: Mechanical gain a +1 enhancement bonus. This does not stack with other enhancement bonuses. And only the highest enhancement bonus applies to an item.

Journeyman Craftsman
Items you create using Craft: Weapons, Craft: Armor, and Craft: Mechanical gain a +2 enhancement bonus. This does not stack with other enhancement bonuses. And only the highest enhancement bonus applies to an item.

Master Craftsman
Items you create using Craft: Weapons, Craft: Armor, and Craft: Mechanical gain a +3 enhancement bonus.This does not stack with other enhancement bonuses. And only the highest enhancement bonus applies to an item.

Builder

You have a knack for constructing things. Pick two of the following skills: Craft (mechanical), Craft (structural), Craft (electrical), Craft (armor), Craft (weapons). The character gets a +2 bonus on all checks with those skills.
Special: The second time an Engineer obtains this, it applies to the two skills that were not originally picked. Remember that the previously mentioned craft skills cannot be used untrained.

Craft XP Reserve
The Engineer gains a 10% XP bonus from game sessions. This XP can only be applied to items that are Craft: Mechanical, Structural, Armor, and Weapons.

Reverse Engineer
An Engineer can make a Craft: mechanical, structure, armor and/or weapons check to learn more about an existing item within those categories. DC's are set by GM based on the item in question, and in certain circumstances more than one roll may be needed. Upon successful study, the Engineer gains a +5 competence bonus to go toward how to improve an item, repair and item, recreate an item, or even how to dismantle and salvage parts of an item. If the item is magical/psionic and/or classified as an artifact, then the examination will only provide mundane aspects.

Sabotage
The Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair check (see the Repair skill description on page 70 of the d20 Modern Roleplaying Game).
Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components (such as a computer, a tool kit, or a vehicle) so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.
Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle weapons.

Upgrade Armor
The Engineer must spend 1 hour tinkering with the armor, after which he must succeed at a Craft (Armor) check. The DC varies depending on how the armor is modified (see table below). If the skill check fails, the attempt to modify the armor also fails, although the Engineer may try again. (The Engineer may take 20 on the skill check for a unnatural +20 on the check, but the upgrade takes 20 hours to complete plus 1 hour per tier hit beyond the first.) Unless the armor is masterwork, an upgraded armor has a chance of breaking after each time it is used based on the total tier mods made (Tier 1 - 10%, Tier 2 - +5%, Tier 3 - +5%, Tier 4 +5); and if it breaks, it cannot be used again until repaired. Repairing it requires 1 hour per tier and a successful Repair check (DC 40 +5 for each additional tier). Each Tier hit allows for one mod from that tier to be added to the armor. Each tier hit also requires 1 hour of tinkering. If a previous upgrade has been made on a armor a new attempt will not add or change the mod from that tier, but new mods can be made if the DC is hit for a new tier. Applicable breaking percentage will be added too, if the item is not masterwork.

Bonus
DC
Tier 1

Storage Compartment
15
Integrated Equipment
20
Weapon Concealment (user receives +10 bonus to have a weapon size small detected on person)
25
Tier 2

Hardness is doubled
30
Advanced padding - reduces falling damage by 1d6 +1
35
Light Composite Material - Armor Check Penalty reduced by 1
40
Tier 3

+1 Defense to Armor
45
Wearer gains Resistance 1 to 1 base element (Fire, Cold, Acid, Electricity, Sonic)
50
Ultralight Composition - Armor Check Penalty reduced by 1
55
Tier 4

Bite Back - Armor has 50% chance of inflicting 1d4 damage on a successful grapple check
60
Wearer gains Flat DR 1
65
Full Articulation - Armor Check reduced to 0 (cannot be combined with other armor check mods)
70

Upgrade Weapon
The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (weapons) check. The DC varies depending on how the weapon is modified (see table below). If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The Engineer may take 20 on the skill check for a unnatural +20 on the check, but the upgrade takes 20 hours to complete plus 1 hour per tier hit beyond the first.) Unless the weapon is masterwork, an upgraded weapon has a chance of breaking after each time it is used based on the total tier mods made (Tier 1 - 10%, Tier 2 - +5%, Tier 3 - +5%, Tier 4 +5); and if it breaks, it cannot be used again until repaired. Repairing it requires 1 hour per tier of mods and a successful Repair check (DC 40 +5 for each additional tier). Each Tier hit allows for one mod from that tier to be added to the weapon. Each tier hit also requires 1 hour of tinkering. If a previous upgrade has been made on a weapon a new attempt will not add or change the mod from that tier, but new mods can be made if the DC is hit for a new tier. Applicable breaking percentage will be added too, if the item is not masterwork.

Bonus
DC
Tier 1

Collapsible
15
Compact
20
Integrated Equipment
25
Tier 2

Hardness is doubled
30
Booby Trapped for 1d4
35
Spring Loaded
40
Tier 3

Miniaturized
45
Alternate Weapon (two weapon types)
50
Weapon's crit multiplier increased by 1 (x1 goes to x2)
55
Tier 4

Weapon does an additional 1d4 of damage
60
Weapon bypasses 1 point of flat DR
65
Weapon's crit range increased by 1 (crit 20 goes to 19-20)
70

Scientist Hunter aka "Scientist" - 10 Levels
To qualify to become an Scientist Hunter, a character must fulfill the following criteria:
Skills: 6 ranks Craft (chemical) or Craft (electronic), plus 6 ranks in Knowledge (earth and life sciences), or Knowledge (physical sciences), or Knowledge (technology), pIus 6 ranks in Research
Level 10 Character

The Scientist Hunter's class skills are as follows.
Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical), Decipher Script (Int). Demolitions (Int), Disable Device (Int), Drive (Dex), Investigate (Int), Knowledge (behavioral sciences, earth and life sciences, physical sciences, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis). Read/Write Language (none), Research (Int), Search (mt), Speak Language (none).

Skill Points at Each Level: 7 + Int modifier.


Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
1st
+1
+1
+1
+1
Smart Defense
+0
2nd
+2
+2
+1
+1
Scientific Improvisation
+1
3rd
+2
+2
+2
+1
Bonus Feat
+1
4th
+3
+3
+2
+1
Skill Mastery
+1
5th
+3
+3
+3
+2
Minor Breakthrough
+2
6th
+3
+3
+3
+2
Bonus Feat
+2
7th
+4
+4
+3
+2
Smart Survival
+2
8th
+4
+5
+4
+3
Smart Weapon
+3
9th
+5
+5
+4
+4
Bonus Feat
+3
10th
+6
+6
+4
+5
Major Breakthrough
+3

Major Breakthrough
Upon attaining 10th level, the Scientist Hunter hits a major discovery. The Scientist Hunter chooses one of the knowledge skills they have at least 10 ranks in. They gain an additional +10 misc. ranks in the knowledge due to a greater understanding of that field. Finally, they may also ask the GM one question based on that knowledge to help further advance something they are trying to accomplish.

Minor Breakthrough
Upon attaining 5th level, the Scientist Hunter hits a discovery that could set them on the path to greatness. The Scientist Hunter chooses one of the knowledge skills they have at least 1 rank in. They gain an additional +5 misc. ranks in the knowledge due to a greater understanding of that field. They may also ask the GM one question based on that knowledge.

Scientific Improvisation
At 2nd level, a Scientist Hunter gains the ability to improvise solutions using common objects and her scientific know-how. This ability lets them create objects in a dramatic situation quickly and cheaply, but that have a limited duration. By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the Scientist Hunter can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 the purchase DC of the object that most closely matches the desired function. So, to improvise a single-use weapon that deals the same damage at the same range as a Desert Eagle, the DC for the Craft (mechanical) check is 23 (5 + 18). Only objects that can normally be used more than once can be improvised. For example, a Scientist Hunter can’t use scientific improvisation to build an explosive, since that’s normally an object that’s usable only once. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Scientist Hunter’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.

Skill Mastery
At 4th level, a Scientist Hunter selects a number of skills from their class list equal to 3 + their Intelligence modifier. When making a skill check using one of these skills, the Scientist Hunter may take 10 even if stress and distractions would normally prevent them from doing so. They become so accomplished in the use of these skills that they can use them reliably even under adverse conditions.

Smart Defense
Using their brains as well as their dexterity, a Scientist Hunter applies their Intelligence bonus and their Dexterity bonus to their Defense. Any situation that would deny the Scientist Hunter their Dexterity bonus to Defense also denies the Intelligence bonus.

Smart Survival
A Scientist Hunter of 7th level or higher has an uncanny knack for survival that combines resourcefulness, intelligence, and a degree of luck. By spending 1 action point, the Scientist Hunter plays it smart and reduces the damage dealt by a single attack or effect by 3 points.

Smart Weapon
The field is a dangerous place, and a Scientist Hunter learns that protecting themselves is as important as research and study. At 8th level, the Scientist Hunter selects one weapon that they are proficient in and can use with one hand. With the selected weapon, the Scientist Hunter can use their Intelligence modifier instead of their Strength or Dexterity modifier on attack rolls.

Other approved Hunter Track Prestige Classes are in the D20 Modern Core Book and include: Soldier, Martial Artist, Gunslinger; Infiltrator, Daredevil, Bodyguard, Field Scientist, Techie, Field Medic, Investigator, Personality and Negotiator.